I might be interested, if you're still looking for a coder. I work as a software developer as my day job (C/C++/Java/C#/etc) and also write all the scripts for the W3D based game Apocalypse Rising (http://www.moddb.com/games/red-alert-2-apocalypse-rising).

I'm curious about how you plan to implement the multi-player aspect of the game, is it simply several players defending their own castles against their own waves of enemies or is there going to be some interaction between players (either assisting each other with cooperative upgrades a-la SimCity 2013, or making life more difficult for the enemies by redirecting some of their own waves to attack other players via some means).

Also, you mentioned in your first news item a custom engine, but the mod profile lists CryEngine3 as the engine... is it a custom version of CE3 or have you switched engines at some point?

Indeed it did, but we can't balance things exactly as they were in RA2 because an FPS game has equal players on each side so it's not possible for the Allies to simply outnumber the Soviets all the time to balance the firepower each side has.

That being said we will be sticking as close to RA2 as possible without making it unfairly balanced against either team and it's a good bet the War Miner will be a lot tougher in the future.

Servers support up to 127 players, but normally server hosts set the maximum player count lower than that as it starts to lag badly with higher player counts. Most likely the official server(s) will be around the 40-50 player mark, but don't quote me on that.

Testers are picked from among the most active and positive members of the official forums, keep an eye on both the APB and AR blogs there to see when we are recruiting new testers, but it likely won't be happening for a while yet as we just brought in a load of new, active, testers.

Well we have some of the maps setup with AI for testing, so we might release AI versions of some maps when we get to release stage for single player or small groups of players to have some fun. Bots tend to lag a bit in multiplayer though, so it's not recommended for large games.

Yeah, OWA is aware that there are a few issues with the model, and it is still a WIP. I probably should have mentioned that on the news article actually... oh well :P

As for the 0.5 moustache mentioned in the post above yours, that's a limitation of the auto-generation software OWA used due to the shadow on that side of the image he fed in, but that will obviously be fixed.